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Royal Military Academy
Home / Deus Lo Vult 6.0 / Ríki Danmaurk / Merchants' Quarter
Deus Lo Vult 6.0
Ríki Danmaurk Ríki Danmaurk
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32. Bowyer
62. Port
76. Market
88. Mines
90. Mines
93. Well
94. Sewers
98. Church
99. Abbey
103. Chapel
104. Brothel
105. Inn
106. Tavern
114. Academy
155. Sawmill
157. Sawmill
171. Saltern
172. Bakery
173. Brewery
182. Dungeon
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Merchants' Quarter
Merchants' Quarter 商業城區
City/Castle City levels Castle levels
Building class city market
Convert to LEVEL
Building level LEVEL 4 merchants_quarter
Material wooden
Capability trade_base_income_bonus bonus 10
trade_base_income_bonus bonus -10 requires event_counter tokus_negative_event_market 1
trade_base_income_bonus bonus 3 requires event_counter tokus_positive_event_market 1
agent_limit merchant 1
Faction capability
Construction 14
Cost 14400
Requires condition and event_counter governor_present 1 and building_present_min_level hinterland_roads paved_roads and event_counter gov_level_4 1
Building Description
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Merchants' Quarter 商業城區 A merchants' quarter recognises that a whole section of a city is occupied by the moneyed classes. Anything can be traded at the right price, and exotic and expensive goods add comfort to life - for those who can afford them. Trade may be beneath the ruling classes, but life's little luxuries are always welcome!
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Recruit agents
No. Card Name Description Requires condition
1 Merchant Merchants are agents that work for their lord by establishing trade routes between distant foreign resources and their own local markets. Under the guise of private enterprise, merchants are able to move through enemy lands without drawing suspicion or committing a diplomatic transgression. When merchants work together so that they have a monopoly on a particular resource, they will generate extra income for their faction. Opposing merchants can attempt to make a hostile takeover of each other's assets, ending the other's career. and region_religion judaism 15 and event_counter introduction_denmark 1
2 Merchant Merchants are agents that work for their lord by establishing trade routes between distant foreign resources and their own local markets. Under the guise of private enterprise, merchants are able to move through enemy lands without drawing suspicion or committing a diplomatic transgression. When merchants work together so that they have a monopoly on a particular resource, they will generate extra income for their faction. Opposing merchants can attempt to make a hostile takeover of each other's assets, ending the other's career. and not event_counter introduction_denmark 1
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